Updating help files

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  • fizzix
    Prophet
    • Aug 2009
    • 3025

    Updating help files

    This file will have all the most recent updated files. Because of oook's insanely low limits on text file size, I'll need to add them as .zips Since there are more than 5 files, see the second message for additional files.

    Major changes:
    dungeon.txt no longer exists. What was in that file is the new playing.txt (a more apt name).
    The old playing.txt was split between command.txt and a new customize.txt

    I think I've completed everything with the exception of a couple items in options.txt that I didn't know what they were (status subwindow, and the mouse buttons). Everything else is ready to go. Ewert was talking about writing a basic newbie guide with strategies and maybe that could be an addition to playing.txt or a new file.

    ----------------------------------------------------------------------------------------------------


    So I've taken on the task of updating the help files. I've done two so far (birth and command)

    Description of changes/additions are here:



    birth:
    Added basic description of 'speed' under attributes.

    cleaned up races a bit, added infravision to description.

    Cleaned up classes a bit, added max blows to description along with 0% fail where applicable.

    Described recommended starting stat levels. Ignored 'maximise' option since it's treated in the options file. And seems like a major aside here.

    Added that inspection shows how to get more blows under fighting.

    command:

    described encumberance limits display on inventory

    added quiver description to equipment, wield and fire.

    Added that you can use - to turn off auto-disarm

    Added 'movement' commands. Really, how in the world was this not here. Also described the use of ctrl+move

    Added that opening auto-picks

    Moved what was under 'fire' to throw, and rewrote fire. It was blatantly wrong, since it said you could use the fire command to throw.

    Changed Observe and item (I) to Inspect an item (I). Mentioned that it will let you know if you have not yet found all item attributes. Also current and additional blows and digging stats.

    added location of objects in object list display.

    Added that notes appear in character history

    Added description of auto-inscribe in the ~ list.

    Hopefully the formatting is ok.
    Attached Files
    Last edited by fizzix; August 2, 2010, 04:30.
  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #2
    one other thing. I was not sure if the descriptions with regard to psuedo-ing items was out of date or not. Can someone briefly describe the changes made to this in the last year or so and I can alter it in the help files if necessary?
    Attached Files
    Last edited by fizzix; August 2, 2010, 04:27.

    Comment

    • Derakon
      Prophet
      • Dec 2009
      • 9022

      #3
      If I recall correctly, these are the possible pseudo-IDs:

      {magical}: the object has modifiers to its base stats. Weapons have have bonuses or penalties to-hit and to-dam; armor may have bonuses or penalties to its armor modifier. For example, a Broad Sword (2d5) (+4,+6) or a Cloak [1,-6]

      {ego-item}: the object has extra effects and a descriptor name, which may be good or bad. For example, a Broad Sword of Flame or a Cloak of Vulnerability

      {cursed}: the item cannot normally be removed once wielded; you must read a Scroll of Remove Curse (or in rare cases, a Scroll of *Remove Curse*), or try to break the curse with enchantment scrolls, if you wish to un-equip the item. For example, a Broad Sword of Morgul (which would pseudo as {cursed, ego-item}).

      {excellent}: an ego-item that has no stat modifiers, like the aforementioned Broad Sword of Flame

      {splendid}: an ego-item that has stat modifiers. For example, a Spear of Westernesse, a Helm of Beauty, or Boots of Stealth.

      Comment

      • fizzix
        Prophet
        • Aug 2009
        • 3025

        #4
        more specifically, are there class-based differences in pseudo-ing ability that are no long existent. Is pseudo ability tied to perception? I can't remember if any of these are true.

        Comment

        • miyazaki
          Adept
          • Jan 2009
          • 227

          #5
          Originally posted by Derakon
          If I recall correctly, these are the possible pseudo-IDs:

          {magical}: the object has modifiers to its base stats. Weapons have have bonuses or penalties to-hit and to-dam; armor may have bonuses or penalties to its armor modifier. For example, a Broad Sword (2d5) (+4,+6) or a Cloak [1,-6]

          {ego-item}: the object has extra effects and a descriptor name, which may be good or bad. For example, a Broad Sword of Flame or a Cloak of Vulnerability

          {cursed}: the item cannot normally be removed once wielded; you must read a Scroll of Remove Curse (or in rare cases, a Scroll of *Remove Curse*), or try to break the curse with enchantment scrolls, if you wish to un-equip the item. For example, a Broad Sword of Morgul (which would pseudo as {cursed, ego-item}).

          {excellent}: an ego-item that has no stat modifiers, like the aforementioned Broad Sword of Flame

          {splendid}: an ego-item that has stat modifiers. For example, a Spear of Westernesse, a Helm of Beauty, or Boots of Stealth.
          {excellent} an ego-item that has no apparent bonuses when wielded or worn.

          A broad sword of flame is {splendid} because you will see the flames licking the blade when you wield it. {excellent} items tend to be weapons with slays and armour with resistances that do not become apparent until you attack the corresponding monster class or defend against the corresponding elemental attack.

          Comment

          • fizzix
            Prophet
            • Aug 2009
            • 3025

            #6
            general.txt is next, it's short so easy.

            bartering with -> buying from
            changed character creation to be inline with the current menu options.

            adapted wear, wield description since player starts out wearing chain mail and broad sword.

            There's a long existential aside about the difference between a player and the character. It seems wholly irrelevant, but I left it in anyway, because it's kind of humorous.

            Changed shopping description so the commands work.

            Changed description of throw command to use 'nearest monster' throwing ability. Was more confusing before.
            Attached Files

            Comment

            • PowerDiver
              Prophet
              • Mar 2008
              • 2820

              #7
              Originally posted by Derakon
              {ego-item}: the object has extra effects and a descriptor name, which may be good or bad. For example, a Broad Sword of Flame or a Cloak of Vulnerability
              I believe that is incorrect. An ego with a curse shows up as cursed or worthless or something. I believe this distinction is about the presence of the curse flag only, so if there was an ego with only aggravation that would show up as (ego) or (ego-item) or whatever it is.

              The help should say that (ego) changes into either (excellent) or (splendid) upon wield, depending upon whether *anything* can be discerned simply by wielding. Also, the latter two appear only after wield.

              Comment

              • fizzix
                Prophet
                • Aug 2009
                • 3025

                #8
                dungeon

                removed haggling reference.

                Removed store race effects and shopkeeper greed in shopping (doesn't exist anymore, I believe) Included store max

                Included store restock times since turns are displayed.

                Changed store inventory description where appropriate. I.E. general store has WoR now but temple doesn't have it.

                removed 'be careful to find every treasure' on the dungeon level description because preserve mode is the default, and this message only speaks to non-preserve mode.

                included that monsters will not chase up or down stairs.

                changed the way curses are worded, although this will need to be changed again soon when curses are reworked.

                changed the way encumbrance was worded.

                added the WoR starts in character inventory.

                changed WoR description, included 'recall' feature on screen bottom.

                added description of flavors, and {unknown} tag in stores.

                Based on what's written here, I'll add 'inscription instructions' to command.txt There was a circular reference where one file referenced the other for instructions on this, but neither actually had it. Commands seems like a better place to put it.

                Included more descriptions of pseudo and removed the 'discount' stuff. man I had forgotten that existed. Replaced current out of date section.

                Described in brief the ID-by-use system.

                Added enchantment breaking curses in 'cursed items' for however long this feature exists, it may be out of date soon.

                Added section on traps

                Removed a paragraph describing Morgoth because it's just not true. (i.e. can't be *destructed*)
                Attached Files

                Comment

                • fizzix
                  Prophet
                  • Aug 2009
                  • 3025

                  #9
                  what command fires at the nearest target in the rogue-like keyset?

                  Comment

                  • fizzix
                    Prophet
                    • Aug 2009
                    • 3025

                    #10
                    I tracked down where inscriptions are written about (in playing the game) So I changed the cross-references in commands and dungeon so that they're pointing in the right direction (and reattached)

                    playing
                    Added example to description of {@x#}. Included quiver description.

                    added description of 'h' command in original keyset (dunno what equivalent command is in roguelike)

                    changed !f!k!d to !v!k!d in inscriptions

                    Nothing else here really needs updating but I would really like to change the title of this section to "customizing Angband" and move the first half (brief description of commands) into the commands file.

                    I'll post a copy after I do that (probably tomorrow).

                    Comment

                    • d_m
                      Angband Devteam member
                      • Aug 2008
                      • 1517

                      #11
                      Originally posted by fizzix
                      what command fires at the nearest target in the rogue-like keyset?
                      It's TAB I think.
                      linux->xterm->screen->pmacs

                      Comment

                      • Magnate
                        Angband Devteam member
                        • May 2007
                        • 5110

                        #12
                        Originally posted by fizzix
                        I tracked down where inscriptions are written about (in playing the game) So I changed the cross-references in commands and dungeon so that they're pointing in the right direction (and reattached)

                        playing
                        Added example to description of {@x#}. Included quiver description.

                        added description of 'h' command in original keyset (dunno what equivalent command is in roguelike)

                        changed !f!k!d to !v!k!d in inscriptions

                        Nothing else here really needs updating but I would really like to change the title of this section to "customizing Angband" and move the first half (brief description of commands) into the commands file.

                        I'll post a copy after I do that (probably tomorrow).
                        Fizzix, this is great stuff - many thanks. As promised, I'll get on with reviewing and committing it now.

                        Keep up the good work!

                        P.S. To avoid thread navigation misery, please could you attach all the latest versions to the first post in the thread? Thanks.
                        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                        Comment

                        • fizzix
                          Prophet
                          • Aug 2009
                          • 3025

                          #13
                          as per Magnate's suggestion, new files are at the beginning.

                          After thinking about the organization, I decided to do a major overhaul. I really didn't like the way command.txt and playing.txt were set up. The useful information was seemingly arbitrarily split between the two files. If I was to look at commands.txt the first thing I would hope to see would be a list of commands. Unfortunately, this was halfway down in playing.txt and didn't exist in commands.txt at all. Furthermore, most of the stuff in playing.txt described pref files, keymaps, macros, inscriptions, etc. This stuff is incredibly useful, but not exactly necessary to playing the game.

                          Lastly, I changed the dungeon.txt to playing.txt since this is essentially a demo to how to navigate the game. And 'dungeon' wasn't really all that descriptive. Overall the net change is that "dungeon.txt" will no longer exist, and instead there will be a new "customize.txt"

                          list of changes

                          command and customize

                          I moved all the command related stuff in playing.txt to command.txt, and put the list of commands at the top. I removed all the repetitive stuff, and added the enter menu access near the beginning of the file. This should really help new players get into the game quicker.

                          Playing.txt is changed to customize.txt This file is a lot shorter now, since all the command related stuff is removed. I elaborated on inscriptions more, including the m1a example for magic missile.

                          I also added a new section on making subwindows.

                          added TAB for shoot at nearest with roguelike commands.

                          Comment

                          • fizzix
                            Prophet
                            • Aug 2009
                            • 3025

                            #14
                            changes in attack.txt

                            added "I"nspect to tell number and damage of blows. (I know it's elsewhere, but it's germane in both places)

                            changed monster memory description to be correct with current changes.

                            changed 'some weapons are cursed' to 'a very few weapons are cursed' (more so we know to go back and alter this when curses get changed)

                            added that you can learn weapon bonuses in combat.

                            moved description of ego armor and weapons to the end

                            reworded the 'cause wounds' section

                            added that potions can restore stats

                            moved inventory damage to resistance section including resistance effects

                            added section on stunning and cuts.

                            changed speed ring record to +23, just because I could.

                            removed 'only immunities can protect inventory' from immunities section along with the above move.

                            added id-by-use to armor

                            removed 'boots of noise'

                            removed description of '*identify*' added id-by-use instead

                            Comment

                            • ewert
                              Knight
                              • Jul 2009
                              • 702

                              #15
                              "weapon and armors are cursed" you mean? As a side note, I actually had a useful heavy cursed helmet last game. Immunity fire and rDis, with drain xp. Kept as swap in inventory.

                              One could do a dungeon.txt to have some general guidelines of the different dungeon level areas? Like 1-9, 10-19, 20-29, 30-39, 40-59 and 60-79, 80 and up? Ya know in short:
                              1-9: level up, kill, use by id, no reqs, beware groups
                              10-19: danger level rises, get your basic gear in order, enchant a weapon, gather stuff to sell and check stores, learn escapes
                              20-29: you might want to have FA/SI by now or very soon, you'll be able to start gambling your important stats up, basic resists should be coming along
                              30-39: proper stat gain starts, last chance before danger level really starts increasing, get yourself some good offense, escapes and hopefully detection
                              40-59: danger is up, beware! speed consumables may be needed, advanced escapes like teleOther, confusion/blindness starting to be common so resistances are very useful
                              60-79: you should have the general knowhow by now to play, very dangerous stuff now so the ultimate escapes may be required (*destr* for example), rewards are starting to get very good by end of this level range
                              80+: welcome to endgame, everything goes and that means this is pretty much how dangerous it will get, the deeper you go the more plentiful the dangerous opponents are and the higher the rewards though.

                              I could write up an initial version if people think we should do a "newb guide intro to dungeon" thingy...

                              Comment

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